A balance update that also includes some fixes. Also includes a major migration rebalancing. Pops will now dynamically settle in industrial centers. (Read the full description for more info!)
List of Changes:
- Fixed fish demand, fish prices should be more normal now, and fish producers will not be starving to death from now on
- Adjusted the assimilation rates, made assimilation a bit slower by default compared to the last version
- Added starting industries to some countries, most notably South American ones
- Decreased army supply consumption by a tiny bit, to make ammunition demands a bit more fullfillable
- New migration and pop promotion system: farmer and labourer pops will now slowly turn into craftsmen, and they'll automatically flock to industrial centers to find work. Craftsmen now primarily migrate to places where they can find work (places with available factories). Pops that can't fulfill their life needs will migrate more.
- Decreased immigrant attraction to north america. This makes it so that pops will migrate between countries in Europe a bit too, instead of just everyone going to America, although most pops should still prioritize America.
Important Note: From the start of the game, all the way to ~1840, there is a huge migration wave from the UK, but it cools down as the game progresses. This is because the UK starts the game already at war, on top of which, there are huge unemployed craftsmen pops there at the beginning.
Also, you no longer need to build factories in all of your states in the beginning, you can just simply build industrial centers in certain states, the pops will turn into craftsmen settle where the jobs are automatically.
If you have any issues or suggestions, leave them in the comments bellow!
SO HOW TO I ADD THIS TO hpm when i play N THE ram this i can not click on any countries
Just extract it to your mod folder as any other mod, and start the game with only this mod enabled, it already contains the HPM files.
ok i got in any way i can make so there is 8 greats powers
Edit it in the the defines.lua in the RAM/common folder.
Crashes on startup during "initializing maplogic"
"File exception:
Exception in: discfile.cpp, line: 83. Description: Could not
open file: map/../HPM/map/definition.csv"
Please check and correct the relative path pointing to the external HPM folder which may or may not exist.
You have to have the original HPM mod installed too, and you have to start the game with only the HPM mod at least once before you can play this.
Please include this description in your "important notes" as this may be not clear for every user.
Added it to the mod summary
I playing all time Mods, i delete Cache and all. But in first start i can not pick up Countrys and on secound start its crash on the "install maplogic.
You have to have the original HPM mod installed too, and you have to start the game with only the HPM mod at least once before you can play this
I haven't played a lot of this game so it's hard for me to gauge what's normal or not when adding mods, but it seems like the Qing empire explodes every game with this mod on because they can't field an army. Most games the Heavenly Kingdom seperates with a huge chunk of China and then wins the unification war.
For me, the Heavenly Kingdom wins about 60% of times with this mod. It is because the Qing Empire's political parties are pacifist, or anti-military. It is a feature of the original HPM mod, which I'm not going to change, because it is mainly the AI that ***** up, which is a fault that was left in the game by Paradox.
Understandable. Like I said, never played alot of this game unmodded and even then tend to not pay attention to east asia but when trying a Kingdom of Joseon run I started noticing Qings incompetence. If you say it's a fault of HPM then I believe you, thanks for the awesome mod regardless. Excited to see what future updates bring.
It's not the fault of HPM entirely, as the Heavenly Kingdom does lose most of the time in base HPM, it's just HPM that makes the Qing government pacifist/anit-military, and for some reason the AI can't play Qing very well because of this with my mod. But technically, they should be able to have a military, it's just the AI that doesn't build one for whatever reason.
And of course, it's my pleasure that you like my mod, you're also welcome to leave a review if you feel like it.
So I played a few games as the Qing empire, and it seems like some of the changes to the economy are making it impossible for the Qing to have a positive budget at any point in the game.
I loaded up "vanilla" HPM and was able to turn a profit and create soldiers on day one, whereas with this mod I am unable to collect even half of the income needed to cover my expenses, and as a result wasn't able to produce a single irregular soldier for the entire game (going into the 1890's before I resigned the save).
Upon further research, the Qing Empire in HPM definitely has a rough time between the anti-war political parties and the excessive amount of rebels, but the inability to create any soldiers/turn a profit seems to be a new problem introduced by this mod.
when will verison 0.5 come out also aculutre coverison is To op can you nerf it a least by a littile
I did nerf it in this patch, and I did test it a couple of times and it seems to be more reasonable than in the last version. Can you please specify which cultures you think are converting too fast so that I can look at what's causing the imbalance?
I'm also doing this in my spare time, for free, so next versions are coming when I have time to make them.
the turkish in my ottoman game play over 95$ of the balkans coverted to turkishs in 1900-19005 the onlt area that did not covert was bulgarian macediona
To be fair, the Ottomans aren't supposed to hold the Balkan territories in the 1900s, so it is reasonable that they convert if they still hold it by then, although I will tune down the conversion rates by a little in the next patch. Also, the Balkans had a fair amount of Turkis population in reality before population exchanges, especially Albania, Bosnia, and Bulgaria.
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I am particularly interested in the mod's approach at greater expense for the purchase of units and the maintenance that requires more and varied goods.
Has it found to be useful for the health of the overall economy especially in the late game because of greater expensive military, which I gather, compels more the population to be producing goods that the government needs to purchase driving overal worldwide demand?
As a reference I understand the vanilla game has a tendency for a AI's to gather money because they have nothing to spend it on, it's not distributed to the population and eventually the economy grinds to a halt because people can't buy anything . Money hoarder script that is found in Divide by Zero mod and maybe HPM, solves someone that problem by making tax collection more inefficient once that AI or player gathers 1 million or more in on hand cash, which in effect takes less money from their pops allowing them to buy more hence maintaining demand .
A constant healthy economy is not the goal here, that is standard HPM. This mod mostly aims to make it more dynamic, so that price increases are more drastically visible when multiple countries start building railways or forts for example. I did play a lot with the mod and the economy seems mostly alright. A particular thing I noticed, is that constructions hit prices much harder in the early game due to low supply for everything, while in the late game, economic interactions don't seem to influence the market prices as much.
As for the money hoarder script, I'm not interested in adjusting the mod to the badly made AI. If you want the AI to function properly, go tell Paradox. Most of the AI is hardcoded, and I'm refusing to take weird workarounds just to make it function. However, if you want to make such things, feel free, mods are open source after all.